Some corrections:
-depth buffer render does not need to be ticked for framebuffer emulation in BT puzzle. HWFBE does. And the possible speed can be exponentially stronger on more powerful video cards. For example, the puzzle effect run flawlessly with zero speed hit on my GF6600GT.
-HWFBE and "read every frame" is needed for correct and full-speed zipper FB emulation in DK64 with Glide64.
-Excitebike 64 works great with Glide64, no major graphics issues. Lens flare emulation works. HUD works perfect with Glide64.
-Goldeneye with Glide64 runs almost perfect, except for sky.
-Framebuffer effects on Mario Kart 64 (such as the big screens) are emulated perfectly with Glide64 with "get FB info" ticked on Mupen64, with zero speed hit. The same can be accomplished in Project64 with Glide64, using HWFBE and "read every frame".
-Glide64 emulates Star Wars - Shadows of the Empire extremely well, to the point of perfection
-In SSB, glN64 has incorrect emulation of framebuffers. Glide64 is needed for perfect emulation. And that includes the emulation of the screen where the bonuses are tallied. (see evidence of correct bonus screen emulation)
-Correction: Super Mario 64 is not the only game that uses dithered alpha rendering (the dissolve effect uses this feature). Paper Mario, Sin and Punishment, and many other games do (I do recall a certain obscure Japanese game uses it...)
EDIT: Included info on how to emulate Sin and Punishment with minimal trouble. Info is attached
I didn't say Super Mario 64 was the only game that used the effect. If I said "Unfortunately, Super Mario 64 is
the exception," then that'd be different. Even so, I'll still make it more clear by rewording that.
Glide64 may emulate it to perfection, and I did forget to put that as an alternate plugin, but Rice's Video 5.9.9 does just as well. Thing being, BigHead's list says Glide64 has slowdowns in certain parts of the game. Still, I should've added Glide64 to that.
For GoldenEye 007, Rice's Video 6.1.1 emulates the game better, because it loads the sky. Still, Glide64, I think, would be the next best thing, so I should at least mention that for those who have OpenGL running faster than DirectX on their system.
For Super Smash Bros, I don't see a difference with HWFBE on or off on glN64. I did attempt to test Glide64, and I saw that glN64 better rendered the training 'logo' in the background of the course. It seemed to fix some bitmap rendering, and I noticed that Glide64 didn't do quite as well. Still, that's one glitch for both plugins, so I'll throw in Glide64 into there.
I was able to test Glide64 for Excitebike 64. By switching quickly between the menus, I could get it to flicker on and off. I saw that Glide64 did not properly emulate the shadows in the path in front of the racer while Rice's Video Plugin, with Normal Blender disabled, did. And this just in, it turns out that this does not happen with Glide64. Oh, well. Guess I should add the plugin, then.
For Mario Kart 64, I forgot about Glide64's unique ability to emulate the frame buffer effect. Glide64 will be added.
For Banjo-Tooie, I just tried it now, and it turns out the jigsaw effect showed up in Jiggywiggy's challenges without Depth Buffer Render on OR HWBFE. I think my graphics drivers are screwed up. I can't say much. I'll just have to go with what you say here, but just make sure that this happens and test it again, because I could've sworn I needed to have Depth Buffer Render ALSO on. Maybe it depends on your gfx card?
Finally, for Donkey Kong 64, I did make a link to the Frame Buffer Emulation page, explaining how to turn it on for the different plugins. I did not, however, include on that page that Write Back Every Frame is sometimes also required. I did say that for Rice's, though. Nevertheless, while I underestimate Glide64, though not on this system, you underestimate the other plugins. Write Back Every Frame emulation is also available for the other plugins supporting frame buffer emulation, and, depending on your system, Rice's or Jabo's could be faster than Glide64 with this complete frame buffer emulation setting as well as vice versa. I will not update the DK 64 page, but I will update the Frame Buffer Emulation page that it links to.
All of this will take effect in the next release, but I'll make the changes as soon as I free up some RAM.